Starting with a brief overview of the sage ability system.
The goal is to systematize the game world's knowledge & skillset into a single organized system, not for the sake of simplicity but as a means to ensure continuity and complete inclusiveness. Each character class is supplied with at least 15-20 "studies," which serve to classify everything that can be done or known. In toto, this creates a great many sage studies — about 200, many of which exist as notes and ideas and haven't been fully sketched out.
Characters are able to specialize in the sage study of their choice, but by the system's design, will accumulate at an "authority" knowledge in every sage study available to that class eventually. Being an authority would be equivalent to a fully-capable professional. Each study permits a number of "abilities." These are not "feats." For the most part they are capabilities the character possesses which do not require a die roll. For example, someone proficient in scouting doesn't roll a die to make a fire or locate nearby water; a potter doesn't need to roll in order to create pottery; an alchemist doesn't roll to identify a mineral. Sometimes, a roll is made to determine how long something takes or how much can be found. For example, a mushroom hunter will find mushrooms when searching, if mushrooms grow there; but will need to roll to see how many. A lockpick will certainly pick a lock, but how long it takes requires a roll.
In some cases, a success roll is needed. A physician knows how to heal a patient, but this doesn't mean the patient will always live. A rock-climber is very likely to successfully climb a mountain, but some conditions, like ice, are never certain. Therefore, each individual ability must be assessed for risk — but most abilities are a matter of the character knowing how something is done, or what something is, and simply knowing.
All knowledge is included in the system. How is a wand made and filled with power? That's two sage abilities, one involved with growing the wood and one embuing it with power. Where do potions come from? Sage ability. How is an artifact made? A collection of very difficult to achieve sage abilities. How do you travel to another plane of existence, other than using a spell? Sage ability. How do you call a demon? How do you build a coven? How do you make golems or other sentient creatures from base materials? How do you obtain contracts as an assassin? How do you forge goods? How do you fight better and hit harder? How do you learn to breathe underwater? How do you learn to manage a sled-dog team? How do you build an airship? How do you visit other planets? How do you train soldiers to fight in an extremely tight formation? How do you teach anything, or learn anything? Sage abilities.
If I think of a thing that can be done, and the sage ability doesn't exist, I figure out which study it belongs in and put it there ... so that eventually a player possessing that study will be able to do that thing. All told, at present, there are about 2,000 sage abilities that have been proposed for creation and eventual use. It's no wonder I haven't written pages for all of them. But I'm in no hurry. All of these things consist of things the players have never been able to do; they are "extra" bonuses to their character's abilities, and they will wait to get them.
Okay, let's get to the meat of this post.
Some sage studies are ludicrously obscure — at least to the mindset of the traditional player. Many have fairly oblique applications to the traditional D&D adventure structure. One such example is the study, Heraldry, Signs & Sigils:
"Armory is that science of which the rules and laws govern the use, display, meaning and knowledge of the pictured signs and emblems appurtaining to shield, helmet or banner. Heraldry has a wider meaning, for it comprises everything within the duties of a herald; and whilst Armory undoubtedly is Heraldry, the regulations of ceremonials and matters of pedigree, which are really also within the scope of Heraldry, most decidedly are not Armory."
I've read several texts now on the subject and I can say with familiarity that the writing is all like this; I've come to believe there's a motive to deliberately obscure making plain statements as the result of a conspiracy bent to ensure that outsiders never really understand how Heraldry works. Please, feel free to read the linked book and tell me I'm wrong.
Heraldry is the skill I think about when I imagine D&D in my head. 2E included it in their paltry skill system, and I always spent points on it even though it never, ever came up, simply because it seemed too practical from the perspective of someone who actually wandered the fantasy realm as a perpetual outsider.
ReplyDeleteI like this write-up. It's not fancy, but it does what it says on the tin, and that's something worth having a squire around for.
It's the kind of skill I'd take in the game because I'm interested in it in real life. And I can definitely attest that the language seems intentionally obscured: those skilled in the art of actually knowing what's going on can demand high prestige from the elites who actually need to operate the system.
ReplyDeleteDefinitely makes the game deeper.